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The Thousand Thrones Campaign (Warhammer Fantasy Roleplay) [Paperback]

Ronin Green
3.3 out of 5 stars  See all reviews (3 customer reviews)

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Book Description

4 April 2008 Warhammer Fantasy Roleplay
In this epic Warhammer Fantasy Roleplay campaign spanning the length and breadth of the Empire and beyond, the adventurers must discover the dark secrets surrounding a boy heralded as Sigmar reborn, and find out why he is at the center of a plot that involves cults of Vampires and the insidious forces of Chaos!


Product details

  • Paperback: 256 pages
  • Publisher: Black Industries (4 April 2008)
  • Language: English
  • ISBN-10: 1844164349
  • ISBN-13: 978-1844164349
  • Product Dimensions: 27.8 x 21 x 1.8 cm
  • Average Customer Review: 3.3 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 1,044,723 in Books (See Top 100 in Books)

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Customer Reviews

3.3 out of 5 stars
3.3 out of 5 stars
Most Helpful Customer Reviews
4 of 4 people found the following review helpful
4.0 out of 5 stars Vintage Warhammer! 23 April 2009
Format:Paperback
I'm running this campaign in my group at the moment (we're nearing Chapter Five of the nine chapters) and I must say, it's great. The whole storyline feels genuinely Warhammer: it's grim, brooding and dark but simultaneously epic and lightened by that unique sense of humour that marks the Old World.
The storyline gets quite complicated but I find this keeps the players interested and intrigued throughout. It also never felt too railroaded - in most scenarios there is more than one way to reach a satisfactory conclusion.
It's slightly disappointing that there is no hardcover version of this campaign. I can understand it would be next to unfeasible to release a campaign of this size in full colour, but a more durable cover would have been quite useful, especially considering the price you pay for this book. Nevertheless, the illustrations and maps inside are, as usual, of the highest quality.

Highly recommended!

Domien De Groot, Belgium
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2 of 2 people found the following review helpful
5.0 out of 5 stars Superb! 3 Jun 2009
Format:Paperback
This is a purely stunning piece of RPG literature which has seized the top position in my list of favourite adventure sourcebooks. It blends horror, action, adventure, comedy and the beautiful backstory of the Warhammer World and the Storm of Chaos into a fantastic adventure. The book is huge containing memorable characters, excellent diagrams and beautifully written and helpful GM hints and prompts.

I could go on but I'd just say "Amazing" about a thousand times! (joke intended)
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1 of 2 people found the following review helpful
1.0 out of 5 stars Dire 12 Sep 2011
Format:Paperback|Amazon Verified Purchase
I think this is the worst bit of WFRP gaming I have ever experienced... maybe some of the Doomstones and Drachenfels was worse, maybe not. It certainly feels so, keenly, at the moment, given that it's just caused our group to give up gaming for a while, this was so unenjoyable.

With so many authors contributing to the whole, I suspect that may be the cause. Each chapter on it's own isn't too anything irksome, but together they make for a collected work of AIGH!

It is complex. Which can be great, but makes for a lot of extra work on the part of the GM, and can confuse the players greatly. It's complexities are sometimes covered, with options of X or Y having occured the Z has to be reached differently.

It is railroady. Massively so. With npc's toting Fate Points, things will happen regardless of the PC's planning and actions. Generates a feeling of impotence. It occurs too often in this campaign not to consider this an issue.
I felt this could have worked better as a novel, as it was for all our playing we were following the script so much. Compared to the old Fighting Fantasy books, this adventure would have pages of text before a decision to go left or right, both ultimately leading to the same entry anyway.

Parts are counter to source material published elsewhere, or common sense. Having to find a chicken or be arrested, despite the party possibly having the rank to dismiss such petty concerns. One priest is called Father when he should be "Brother". A chased foe is but two hours ahead, on a cart where the party are in a coach, which travels 25% faster then they do, yet it takes days to catch up.
Having a crusade with a mutant in it that can turn their minds to its cause, the assumption being the party would walk in doesn't make much sense.

The players were frequently irritated. Our GM had a lot of work to do simply to keep up with the complexities. It'd take even more work to address the issues it has. Not worth it, when there's other material to play with.
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